| Age | Commit message (Collapse) | Author |
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Fixes a regression where the global config takes up a lot of extra space.
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The way the configurations are set up, it is not trivial to do this. I'll leave it as is, but the API selection, and the background color and volume slider selectors are kind of not following the style.
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Not a catch-all, but helps clean up the code for when I do this a lot. Also fixes some bugs caught in configure_graphics.
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I noticed some of the code could be reduced to just passing the function an int, since I was doing the same thing over and over. Also clang-formats configure_graphics
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Let's see if I make up my mind.
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Also adds trackers for graphics and advanced graphics
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Prevents mass-coloring of elements later on
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Fixes visibility in the built-in dark theme
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Sets up initial support for implementing colored tristate functions. These functions color a QWidget blue when it's overriding a global setting, and discolor it when not. The lack of color indicates it uses the global state, replacing the Qt::CheckState::PartiallyChecked state with the global state.
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axes were very sensitive when mapping controls.
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Fixes random swkbd popups in monster hunter
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This commit adds a network abstraction designed to implement bsd:s but
at the same time work as a generic abstraction to implement any
networking code we have to use from core.
This is implemented on top of BSD sockets on Unix systems and winsock on
Windows. The code is designed around winsocks having compatibility
definitions to support both BSD and Windows sockets.
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frontend: Improve wait tree readability for dark themes
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In file included from src/core/hle/kernel/memory/page_table.cpp:5:
src/./common/alignment.h:67:68: error: no member named 'align_val_t' in namespace 'std'
return static_cast<T*>(::operator new (n * sizeof(T), std::align_val_t{Align}));
~~~~~^
src/./common/alignment.h:71:51: error: no member named 'align_val_t' in namespace 'std'
::operator delete (p, n * sizeof(T), std::align_val_t{Align});
~~~~~^
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Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
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core_timing: Make usage of nanoseconds more consistent in the interface
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alignment: Simplify AlignmentAllocator implementation
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NV_shader_buffer_{load,store} is a 2010 extension that allows GL applications
to use what in Vulkan is known as physical pointers, this is basically C
pointers. On GLASM these is exposed through the LOAD/STORE/ATOM
instructions.
Up until now, assembly shaders were using NV_shader_storage_buffer_object.
These work fine, but have a (probably unintended) limitation that forces
us to have the limit of a single stage for all shader stages. In contrast,
with NV_shader_buffer_{load,store} we can pass GPU addresses to the
shader through local parameters (GLASM equivalent uniform constants, or
push constants on Vulkan). Local parameters have the advantage of being
per stage, allowing us to generate code without worrying about binding
overlaps.
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filesystem: Create subdirectories prior to creating a file
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video_core: Add asynchronous shader decompilation and compilation
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vulkan: Make use of designated initializers where applicable
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mii/manager: Make use of designated initializers
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vk_device: Fix build error on old MSVC versions
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mii/manager: Resolve sign mismatch warnings
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Designated initializers on old MSVC versions fail to build when they
take the address of a constant.
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dmnt_cheat_vm: Implement opcode 0xC3 (ReadWriteStaticRegister)
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fs: Fix RomFS building when zero byte files are present
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vk_state_tracker: Fix dirty flags for stencil_enable on VK_EXT_extended_dynamic_state
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With C++20, much of the allocator interface has been simplified, so we
can make the same adjustments.
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macro_hle: Remove unnecessary std::make_pair calls
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shader_cache: Make use of std::erase_if
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settings: Make use of std::string_view over std::string for logging
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